I don’t want to “pi** on the parade” of recent development, Corona success, and all of the great things that you’ve been doing Ansca… because all of this is amazing and we (the community) love and share in the success… but I think it’s about time you put resources toward a REAL text display function.
No more monkey-wrenches, no more workarounds, no more “double the size then scale by 0.5” using Jonathan Beebe’s “retina text” function(s), no more “widget” library inclusions. Just the following:
- A newText function that displays clean, crisp text at ALL resolutions on various devices. Given your history with Adobe, Photoshop, etc. (Carlos), this should be obvious. Photoshop doesn’t display blurry text when I change the document resolution from 72 dpi to 144 dpi (i.e. iPhone 3G to iPhone4). It scales UP that resolution (automatically) and the text is beautifully crisp.
- A newText function which is FAST. This issue has been reported before: the current function yields an instant drop of 5 FPS on older devices and 2-3 FPS on newer devices, every time a new text item is displayed. Not a big deal for static text objects, but possibly a problem with in-game text objects like popup scores.
So please Ansca, consider this a serious priority. I believe this is a request that basically all users would benefit from. We might not all design games and/or use physics, but I can’t imagine many apps that don’t use text in some way. This is a truly global benefit for all Corona developers.
Brent Sorrentino
Ignis Design
P.S. - and I must apologize to Jonathan Beebe; I recently posted on the blog:
"Just to clarify, this problem does not occur when I scale my text objects on a per-object basis, and use the original Corona display.newText function..
After further testing, this does still occur using the native newText function. It’s not your RetinaText function Jonathan, it’s Ansca’s implementation and some bug with the scaling and reference points. Sorry about that. [import]uid: 9747 topic_id: 13325 reply_id: 313325[/import]